
/*
Custom class for graphics rendering of
Volumetric Quatroids.
*/
/*
#include "S3DVertex.h"
#include "ISceneNode.h"
#include "CVQVertex.h"
#include "CVolumetricQuatroid.h"
#include "CVQSceneNode.h"
#include "CMCGlu.h"

using namespace irr;
using namespace MarCore;
using namespace VolumetricQuatroid;


//! Graphics object for VQs


///! You pass the pointer to the main gamelogic object: CVolumetricQuatroid
/// So it can handle graphics
//! Constructor
CVQSceneNode::CVQSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id,
    const core::vector3df& position,
    const core::vector3df& rotation,
    const core::vector3df& scale,
    CVolumetricQuatroid* CVQ_, CMCGlu* glu )

    : scene::ISceneNode( parent, mgr, id, position, rotation, scale )

{

    vertices[0] = glu->createS3DVertexFromCVQVertex( &CVQ_->getVertices()[0] );
    vertices[1] = glu->createS3DVertexFromCVQVertex( &CVQ_->getVertices()[1] );
    vertices[2] = glu->createS3DVertexFromCVQVertex( &CVQ_->getVertices()[2] );
    vertices[3] = glu->createS3DVertexFromCVQVertex( &CVQ_->getVertices()[3] );


    c_material.MaterialType =video::EMT_SOLID;
    c_material.AmbientColor =video::SColor(255, 75, 75, 75);
    c_material.DiffuseColor =video::SColor(255, 75, 75, 75);
    c_material.SpecularColor =video::SColor(0,0,0,0);
    c_material.Shininess =0.f;
    c_material.AntiAliasing =video::EAAM_OFF;

    Box.reset(vertices[0].Pos);
    for (s32 i=1; i<4; ++i)
    {
        Box.addInternalPoint(vertices[i].Pos);
    };


        vertices[0] = video::S3DVertex(0,0,10, 1,1,0,
				video::SColor(255,0,255,255), 0, 1);
		vertices[1] = video::S3DVertex(10,0,-10, 1,0,0,
				video::SColor(255,255,0,255), 1, 1);
		vertices[2] = video::S3DVertex(0,20,0, 0,1,1,
				video::SColor(255,255,255,0), 1, 0);
		vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1,
				video::SColor(255,0,255,0), 0, 0);

};

//! Destructor
CVQSceneNode::~CVQSceneNode()
{

};

void CVQSceneNode::OnRegisterSceneNode()
{

    SceneManager->registerNodeForRendering( this, scene::ESNRP_AUTOMATIC );
    ISceneNode::OnRegisterSceneNode();

};

void CVQSceneNode::render()
{

		u16 indices[] = {	0,2,3, 2,1,3, 1,0,3, 2,0,1	};
		video::IVideoDriver* driver = SceneManager->getVideoDriver();

//		driver->setMaterial(c_material);
		driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
		driver->drawVertexPrimitiveList(&vertices[0], 4, &indices[0], 4, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);

};

//! Returns bounding box.
const core::aabbox3d<f32>& CVQSceneNode::getBoundingBox() const
{
    return Box;
};

//! Returns material count.
u32 CVQSceneNode::getMaterialCount() const
{
    return 1;
};

///! Returns the material.
video::SMaterial& CVQSceneNode::getMaterial(u32 i)
{
    return *material;
};
*/
